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Vangamon

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I've been looking all over google for this answer but none really give me the answer.
I need to know how to make an event trigger another event.

for example in my game right now, I've made the old man a switch to help trigger my crystal but when i play the game it doesn't work like I intend it to.

Here are some screen shots to what I have for the two events.
 

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Cunechan

∠( ᐛ 」∠)_
check conditions of the crystal event page and add the switch 0006 wish Crystal :). If the problem is that the crystal immediately appears. like in the left conditions box in the event page. The way its set now is only when you interact with the crystal, then it checks if the switch is on. if you make the switch a condition in this left thing with the event pages, its the conditions for the appearance of the event/eventpage.

Hope i could help you :)
 

Dad3353

Praised Adventurer
...I've made the old man a switch to help trigger my crystal but when i play the game it doesn't work like I intend it to...
We'll have to just guess as to your intentions, then, as you've not stated them, but I'll suggest the following...

In the Crystal event, remove the 'Switch' condition in the 'Contents' part, but use instead the 'Conditions' part to declare the Crystal Switch. Make the page trigger to be 'Parallel', not 'Action Button' if you want the crystal to turn on 'automatically' without Player intervention..
The Crystal Event will not run while Crystal Switch remains 'Off'. As soon as the Old Man turns on the Switch, the Parallel process will start. There needs to be some way of turning it off; this will depend on your needs. If this is a 'one shot' event, never to be re-triggered, you could replace the 'Exit Event Processing' by a 'Self-Switch A', and have a second, blank page with 'Self-Switch A' as a condition (as you've done for the Old Man'...).
If it's to be re-used, however, you could replace the Exit Event Processing with Crystal Switch Off. The condition for running being no longer met, the Event will stop until the next Crystal Switch On is triggered.
Is this what you were hoping for..? Does this help you..?
 

Cunechan

∠( ᐛ 」∠)_
In the Crystal event, remove the 'Switch' condition in the 'Contents' part, but use instead the 'Conditions' part to declare the Crystal Switch. Make the page trigger to be 'Parallel', not 'Action Button'.
The Crystal Event will not run while Crystal Switch remains 'Off'. As soon as the Old Man turns on the Switch, the Parallel process will start. There needs to be some way of turning it off; this will depend on your needs. If this is a 'one shot' event, never to be re-triggered, you could replace the 'Exit Event Processing' by a 'Self-Switch A', and have a second, blank page with 'Self-Switch A' as a condition (as you've done for the Old Man'...).
If it's to be re-used, however, you could replace the Exit Event Processing with Crystal Switch Off. The condition for running being no longer met, the Event will stop until the next Crystal Switch On is triggered.
Is this what you were hoping for..? Does this help you..?
it doesnt need to be on parallel, if you wanna run the actions in the event immediately you set it on parallel, if you want it to happen when you interact with it you use action button
 

Vangamon

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Ah yes! thank you guys very much! The help is very appreciated. Sorry if my first post has any of you confused.
[doublepost=1467671645,1467656955][/doublepost]Okay sorry but I have another question.
So I'm trying to spawn in npc's into my game atm after an event. so far so good.
but the npc's dont move when they are supposed to. although i found out they move when parallel, but they just walk across the screen.

Thanks again.

Here are some screen shots of what I got.
 

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Dad3353

Praised Adventurer
...I have another question...
Again, if I'm understanding your needs, you want an NPC to appear when the Outside Switch is On, then to walk about with a pre-determined route. This is how I would approach that (See screen shots...)

Page One of the NPC Event: The Outside Switch is Off; no NPC visible...



Page Two: No parallel process, just the Outside Switch which allows the NPC to be visible, and to follow a preset 'Custom' route. This will continue until the Outside Switch is turned Off, in which case the little fellow disappears (cries of 'Ahhhh'...).



Does this help..?
 
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